I spent a couple of days cleaning and painting the lounge. Not much time for Blender or anything else.
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Sanding champion |
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And back...for now. A new dining table is on order. |
I spent a couple of days cleaning and painting the lounge. Not much time for Blender or anything else.
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Sanding champion |
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And back...for now. A new dining table is on order. |
I've had a few false starts with the background landscape scene. Expectations are riding high, and I seem to have lost my knack for realistic scattering. I want to go big, but scattering works best in small scenes. One answer is to tackle the scene in layers to show off a mind-blowing amount of clutter. This is the way!
Progress
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Background clutter objects |
I spent too much time doing test renders with these objects. I need to pull back and get the scenery in place.
So, is it finished? Mostly. If I want to try to sell the ship on Superhive (Blender Market) I'll need to do quite a lot of optimisation. I may do that but first I need a break and some distance from the work, so when I go back I have a fresh eye.
So, what's next? I'm thinking of creating a giant robot or mech, but first, I want to make a terrain scene for my portfolio, which will show off the gunship. That's what I'm working on now.
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Quite a few little touches to complete, but this build could go on forever. |
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The more I look at it, the more things I spot that need fixing. Ho hum. |
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Quick sketch |
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Blender "sketch" |
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Another sketch. Damn those megascan rocks are beatiful. |
After the consolidation steps left the gunship full of holes and misdirected/corrupted normals, I thought I might need a break and worried that this might be one of those breaks that becomes permanent. Happily, on Sunday morning, I decided that the break I needed was to take a look at the materials. As the gunship is aimed at commercial release, and I've not had good experiences with Sanctus baked textures, I committed to creating some proper hull materials.
I found this tutorial on YouTube:
How to Texture Spaceships like ILM (in Blender Cycles (A real eye-opener!)
The basic approach of the material is as follows:
1. Base texture map for hull plates.
2. Use a Colour Ramp to set a base colour and soften the texture.
3. Add some light scratches with a grunge map, use a Mix RGB to blend with the base texture.
4. Stick a Map Range after the base texture, reduce the MAX so that the wear is not uniform.
5. Add a grunge texture and run it through an Ambient Occlusion node using the Distance input to add dirt into the object's inset details, such as between hull plates.
6. Use a Map Range on the input grunge map so it isn't too uniform.
7. In this case, I replicated the resulting hull material and added a colour tint. Then, I used a mask to pop out some areas for leak stains and replaced hull panels.
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Rince and repeat! |
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Result |
Oh boy, what...a...mess
I booleaned all the many tiny elements so that the ship isn't a jumble of hundreds of items. It worked except some of the larger components, such as the main hull, are messed up. There are breaks in the meshes, and many normals are inverted but won't unify, so I've had to manually select and flip.
The effort is pretty much finished, but for countless minor issues, and a few areas where the modelling must continue, such as underneath.
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Underneath, gears up |
I'm happy with the forward guns and the ramp access, although, if I'm honest, it's a bit steep for R2 units to roll up.
I shared an update image on Facebook and got some good feedback from various people.
I'd joked that the landing gears needed to be too long because the belly engines drop down too far, forcing the ship to stand really high off the ground.
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Comments make a critique |
The gunship modelling is almost finished—almost! What's left? A plausible and muscular landing gear system. I want to render the ship on a terrain scene, so the gears really need to stand up. I also need to create enough cockpit elements to make it look okay, not super-detailed, but wall lights and the tops of chairs. After that, I might kick the can of tiny surface details down the road instead of moving on to the challenge of materials and textures.
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Blender + Blender |
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New trees from Shaker Trees. New bear scan from the Botanical Gardens |
This morning, I started combining the surface plates and side details. I had to try to combine them repeatedly because the resulting meshes were damaged. In the end, I'm working through some minor errors. It was a pain, but it's essential for good practice to not create models that are a massive collection of individual objects that need to be individually handled for applying materials or require more resources in Blender to translate.
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Some little breaks in the mesh and a few missing elements |
It's been a while since I bought a Blender add-on, so why not buy a big one? Why not, except for money, right? Well, Shaker Tree is a massive (700+) collection of trees and bushes. I already have a large number of trees, but you can always benefit from more. It's expensive but also half-price, so less expensive and apparently amazing value.
See Shaker Trees
A test scene showing off some lovely new trees is coming soon.
Gunship progress.
Those big rocket engines are ...in question. Maybe bigger guns.
The central cap will carry a jammer array -- a rectangular array like the one on the Blockade Runner.
The gunship build remains in a good place. There are a few elements where it might not be quite right -- engine panels, but otherwise I feel good enough about it to keep plugging away.
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Testing, testing, 1-2-3... |
Gunship details continue:
The gunship moved into the detailing stage, and I only restarted a few elements. I don't love it, but I might learn to love it if I keep it focused and tidy things up effectively. The modelling isn't good. There are lots of faces that are duplicated from the mesh, edited and then floated on top of the main mesh. I'm not sure if I'll be able to consolidate all these separate elements back into the main mesh.
The factory This lesson goes into areas that I have never even considered. The subject is a background element; a large factory and its sur...